Black Knight (3.5e Class)

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A Black Knight is a leader of the forces. Leading masses of armies tactically with a mastery like hardly any other and he can usually be found at the rear of the group. Rarely are they found off of the battle field, even more rarely are they found amongst a party of adventurers. Much like a paladin, they are an order of knights who fight for a purpose. When they are found in small groups of adventurers though, they are almost always at the head of the group making sure that their knight's code is being upheld by the entire party.

Abilities:
The class's primary abilities are Str, Con and Wis.

Races:
Any race.

Alignment:
Any

Starting Gold:
6d4× 10 gp (120 gp)

Starting Item(s):
The Black knight starts with a Alondite, and Asheradite.
He can not use anything other than his starting gear.

Weapon and Armor Proficiency:
The Black Knight is proficient with only two armor types (heavy, and medium. The Black Knight can never be proficient with shields. He is also proficient with all simple and some martial weapons.

Life on the Battlefield: The Black Knight is experienced on the battlefield that it may add is Wis modifier to its ac as a miscellaneous bonus that applies even when flat-footed.

Bonus feat When the Black Knight reaches his 5th level, he gains a single combat-oriented feat. He gains an additional feat every fifth level thereafter (10th, 15th, 20th, 25th, 30th, and so fourth). These feats are gained as a fighter, and must be taken from the feats noted as fighter bonus feats. The Black Knight must still meet all prerequisites for a bonus feat, including ability score and base attack bonus minimums. Also can not get Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, with these feats.

Dark Strike (Sp) The Black Knight uses dark energies at his disposal. Any melee weapon or improvised weapon that is wielded by a Black Knight may be charged with negative energy. (noted in the following list). If a weapon that would normally cause non-lethal damage is used, the corresponding bonus damage is also counted as non-lethal.(note to use dark strike or any of the others you must make a full round attack or charge attack).

Dark Strike Additional 1d6 per 5 levels of the black knight of negative energy damage when making a melee attack (5, 10, 15, 20 and so forth).

Dark Blast Additional 1d10 per 5 levels of the black knight negative energy damage in a line of 15ft (15, 20, and so forth).

Dark Wave Additional 1d12 per 5 levels of the black knight negative energy damage in a cone of 20ft (20 and so forth).

Dark Quintessentail Additional 1d20 per 5 levels of the black knight negative energy damage that strikes all enemies with in a 30ft radius (any 5 levels after 20, 25,30, 35, and so forth.).

Great General (Sp) The Black Knight's strategies are well known and gain the respect of others. At level fifteen any creature thats willing, follows a black knight's command which he gains a moral bonus of +2 on all attack rolls. This bonus also increases +1 bonus to damage rolls. Both bonuses increase +2 every 4th level after (19th, 23th, 27th, 31th, and so forth). The Black Knight can also randomly gain the bonuses when an ally follows his commands. Rarely will the bonuses happen this way though.

Masterful Tactician (Sp) The Black Knight has full range and movement of the battle field. Starting at level three you may use a free action and the Black Knight can move 10ft. When attacked by an enemy whether dealt damage or not, he may make an immediate action to move 10ft after the first attack resolves.

Dark Aura (Sp) When the Black Knight reaches his 10th level, he gains the ability to maintain a 5ft radius aura of dark energy. All creatures in this area must make a fortitude save (DC 10 + Con mod + Half Black Knight level) to resist taking 1d8 + Half Black Knight's level of damage. The Black Knight may turn this aura either on or off as a free action. The area affected by this aura is increased by 5ft every 10th level (20th, 30th, 40th and 50th).

Killing Intent (Sp) When the Black knight is in combat it's killing intent is made manifest. All things within a 15ft radius of the black knight must make a (DC 10 + Wis mod + the Black knights level) will save. If an enemy fails it gets a (-2) to all rolls made against the black knight. If an ally succeeds he/she gains a (+2) to all attacks within this radius. Killing intent also provides a (+2) to the Black knights AC and all bonuses are doubled every five levels after (10, 15, 20 and so forth). This ability lasts for the duration of the battle.

Plate Specialization (Sp) While most people find full plate to be restrictive and cumbersome, the black knight is more than willing to sacrifice speed for the added protection. While in full plate, a black knight gains damage reduction 2/- and +2 AC. These bonuses double every 6 levels (12, 18, and so forth). Furthermore, the black knight no longer takes any armor check penalties.

Aggressive Defense (Sp) Being heavily armored and a master tactician while being a feared warrior means the Black Knight specializes in fighting defensively. Furthermore, this ensues the Black Knight will take no penalties from fighting defensively.

Dark Protection (Sp) Some Black Knights strive to specialize more towards pure martial skill, but some actively seek out the added power the darkness grants. A Black Knight with Dark Protection gains an aura of evil detectable by anyone with the ability to see such auras. This aura cannot be hidden or suppressed by the Black Knight. Furthermore, the black knight gains +5 AC, damage reduction 5/-, and a +5 bonus on all saving throws. This ability increases by 5 every 5 levels after (13, 18, and so forth).

Become One With Your Equipment (Sp) Every level your armor seems lighter and lighter. Reaching level fifty the Black Knight does not notice the weight of his sword or armor anymore. The Black Knight can now use his two handed blade with one hand and gains a +10 to strength ability score. The Black Knight also takes no more armor penalties unless the level of creature they fight is greater than their own.

Greater Swordsman (Sp) Now that the Black Knight can swing his great sword with ease he can strike faster and harder. Add a +5 to your initiative roll. Further more the weapon you are using gains an extra die of its damage (ex 1d6 would be 2d6) more damage with a critical multiplier of +1.

Tactical Advantage (Sp) The Black Knight has gained much tactical knowledge and is only reasonably ever bested in battle. If an ally follows a command and attacks the same creature as the Black Knight they can add the Black Knights Wis modifier to their attack roll and damage dealt.

Battle Tatics (Sp) As the Black Knight gets more experience in battle, the dark energy that fills him works in different ways. At level 70 the Black Knight can now also add his Wis modifier to his attack rolls, damage and saving throws.

Dark Condition (Sp) The Black Knights dark powers are close to final manifestation. The Black Knight gains +10 Constitution at level 100.

Master of the Battle Field (Sp) The Black Knight's armor is practically the best in the land. The Black Knight gains 10/- and +2 to his AC for each enemy within 50ft. Adding another 50ft with each level gained after level 120.

Dark Warp (Sp) Reaching level 50 the black knight can make a full round action once a week to warp in or out of a battle, that he either finds favorable or unfavorable. When warping out of a battle he can only warp to a location designated prior, this location must be somewhere he has been with in the last 3 days.

Dark Divinity (Sp) The Black Knight's dark powers have manifested to perfection imbuing into his armor and weapon. As a full round action the Black Knight can use Dark Divinity once every ten weeks for 1 day and 1 night. Dark Divinity gives +5 to all saving throws and also makes the Black Knight's armor and sword momentarily unbreakable for the expanse of one week. The Black Knights Wis bonus rounds and leaves the Black Knight fatigued as a Barbarian's Rage.